Search found 1250 matches
- Wed Aug 13, 2014 8:47 am
- Forum: Ren'Py Questions and Announcements
- Topic: Applying a tint to a whole scene in the game
- Replies: 7
- Views: 3570
Re: Applying a tint to a whole scene in the game
Ren'Py currently can't do this in any half-decent way. The only matrix colour operations available are image manipulators. They can't be applied 'live' so you can't e.g. make a Transform that turns everything grey. Now, to get around the 'defining individual images' part, here's a hack I wrote. It i...
- Mon Aug 11, 2014 12:35 pm
- Forum: Ren'Py Questions and Announcements
- Topic: function... function?
- Replies: 37
- Views: 3895
Re: function... function?
Sure, that's just something like:
textbutton "click me" action [SetVariable("a", 1), SetVariable("b", 2)]
textbutton "click me" action [SetVariable("a", 1), SetVariable("b", 2)]
- Mon Aug 11, 2014 10:06 am
- Forum: Asset Creation: Music, Sound, and Movies
- Topic: Need Help With Video?
- Replies: 2
- Views: 1201
Re: Need Help With Video?
You don't want most of that code, just $renpy.movie_cutscene("opening.avi") If it doesn't work, the issue is with the video. First, the video needs to have an audio track. It also needs to have video and audio created with the correct codecs. Once you have that sorted out just renpy.movie_...
- Mon Aug 11, 2014 12:23 am
- Forum: Asset Creation: Writing
- Topic: Let's get rid of DEAD WORDS
- Replies: 15
- Views: 2191
Re: Let's get rid of DEAD WORDS
90% of adverbs can go in this list too. And you don't need to replace them, just take them out.
- Sun Aug 10, 2014 6:51 am
- Forum: Ren'Py Questions and Announcements
- Topic: is faster Sprites or CustomDisplayable? (very technical!)
- Replies: 16
- Views: 2406
Re: is faster Sprites or CustomDisplayable? (very technical!
Buttons are a little more complex if you want them to interact properly with Ren'Py's focus mechanisms, because that stuff is undocumented, but you can look at the Ren'Py source for things like Button to get an idea of how to do it.
- Fri Aug 08, 2014 10:03 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] Animation Problem with AlphaBlend
- Replies: 10
- Views: 1724
Re: Animation Problem with AlphaBlend
Show Expression. A variant of the show statement replaces the image name with the keyword expression, followed by a simple expression. The expression must evaluate to a displayable, and the displayable is shown on the layer. To hide the displayable, a tag must be given with the as statement. For ex...
- Fri Aug 08, 2014 8:03 am
- Forum: Creator Discussion
- Topic: Questions about otome/galge
- Replies: 4
- Views: 1594
Re: Questions about otome/galge
1) Choices along the route? I think you basically gave the answer yourself. It allows for more endings. Hence, mid-route choices should be included depends on whether your story calls for additional outcomes. For example, in a thriller VN, you'll often want to throw in 'dead ends', choices that can...
- Thu Aug 07, 2014 10:10 pm
- Forum: Ren'Py Questions and Announcements
- Topic: ATL statement contains two expressions in a row; is one of t
- Replies: 7
- Views: 2483
Re: ATL statement contains two expressions in a row; is one
My suspicion would be that you have a variable named 'ease' somewhere.
- Thu Aug 07, 2014 12:10 am
- Forum: Ren'Py Questions and Announcements
- Topic: Non-predefined names do not go into namebox {SOLVED}
- Replies: 4
- Views: 661
Re: Non-predefined names do not go into namebox
Try creating a new 'name_only' character the same way you create your regular characters, like you can create a new 'narrator'.
name_only
name_only
- Wed Aug 06, 2014 8:57 am
- Forum: Ren'Py Questions and Announcements
- Topic: [solved] passive text on the screen
- Replies: 4
- Views: 426
Re: passive text on the screen
One way is a screen.
Then just show it at the start (after you've initialised 'money' to something so it doesn't error):
Code: Select all
screen money_counter:
text "$[money]":
xalign 1.0
yalign 0.0
color '#FF0'
Code: Select all
label start:
$money = 100
show screen money_counter
- Mon Aug 04, 2014 9:36 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [solved] Hiding Screens with Transitions
- Replies: 4
- Views: 2144
Re: Hiding Screens with Transitions
Well, you could perhaps call the action as a function
$Hide("test01", transition=Dissolve(2.0))()
$Hide("test01", transition=Dissolve(2.0))()
- Mon Aug 04, 2014 9:14 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [solved] Hiding Screens with Transitions
- Replies: 4
- Views: 2144
Re: Hiding Screens with Transitions
Code: Select all
hide screen test01
with dissolve
- Sun Aug 03, 2014 8:37 am
- Forum: Ren'Py Questions and Announcements
- Topic: Simultaneous timers
- Replies: 3
- Views: 843
Re: Simultaneous timers
Simultaneous timers work fine. I don't know what the problem is because I lack all the information (specifically, the implementations of ChipAtHP, WinningConditions and LosingConditions) but I have a feeling things aren't happening in exactly the way you think they are happening. It may be helpful t...
- Sat Aug 02, 2014 10:12 pm
- Forum: Works in Progress
- Topic: Snowflake[GxB][GxG][Friendship][Free]
- Replies: 5
- Views: 1455
Re: Snowflake[GxB][GxG][Friendship][Free]
For some reason I find the character art really appealing and will probably play it for that reason alone.
Snowflake might make more sense as a nickname, though.
Snowflake might make more sense as a nickname, though.
- Sat Aug 02, 2014 9:39 am
- Forum: Ren'Py Questions and Announcements
- Topic: Adding objects to the main menu if a variable = 'unlocked'
- Replies: 2
- Views: 469
Re: Adding objects to the main menu if a variable = 'unlocke
It is most likely hidden beneath the background.
Basically, in a screen everything is drawn in order, so stuff that happens later goes over stuff that happens earlier. e.g.
add "a.png"
add "b.png"
b.png will go over a.png.
So you just need to move that code down.
Basically, in a screen everything is drawn in order, so stuff that happens later goes over stuff that happens earlier. e.g.
add "a.png"
add "b.png"
b.png will go over a.png.
So you just need to move that code down.